﻿###################################################################
namespace = epithet_death

## ---------------------------------------------------------------
epithet_death.0001 = {
	hidden = yes
	trigger = {
		scope:epithet_receiver = {
			trigger_if = {
				limit = {
					is_lowborn = no
				}
				house = {
					NOT = {
						any_house_member = {
							is_alive = yes
						}
					}
				}
				# Not house founder
				OR = {
					trigger_if = {
						limit = {
							exists = father
						}
						father.house = {
							this = scope:epithet_receiver.house
						}
					}
					trigger_if = {
						limit = {
							exists = mother
						}
						mother.house = {
							this = scope:epithet_receiver.house
						}
					}
					always = no
				}	
			}
			trigger_else = {
				always = no
			}
		}
	}
	weight_multiplier = {
		base = 2
		modifier = {
			factor = 6
			scope:epithet_receiver = {
				dynasty = {
					NOT = {
						any_dynasty_member = {
							is_alive = yes
						}
					}
				}
			}
		}
	}

    immediate = {
		scope:epithet_receiver = {
			set_nickname_effect = { NICKNAME = nick_the_last }
		}
    }
}
## ---------------------------------------------------------------
epithet_death.0002 = {
	hidden = yes
	trigger = {
		scope:epithet_receiver = {
			has_religion = religion:christianity_religion
			scope:piety_level >= 2
			OR = {
				death_reason = death_dungeon
				death_reason = death_fight
				death_reason = death_battle
				death_reason = death_head_ripped_off
				death_reason = death_execution
				death_reason = death_execution_blood_eagle
				death_reason = death_execution_blood_eagle_killer
				death_reason = death_execution_blot
				death_reason = death_execution_killer
				death_reason = death_whipping
				death_reason = death_torture
				death_reason = death_burned
				death_reason = death_eaten
				death_reason = death_beaten
				death_reason = death_sacrificed_to_gods
				death_reason = death_crucified
				death_reason = death_burned_witch
				death_reason = death_pilgrimage_bandit_attack
				death_reason = death_sun_trial
			}
			trigger_if ={
				limit = {
					exists = killer
				}
				faith = {
					faith_hostility_level = {
						target = scope:epithet_receiver.killer.faith
						value >= faith_hostile_level
					}
				}
			}
			trigger_else = {
				always = no
			}
		}
	}
	weight_multiplier = {
		base = 3
		modifier = {
			factor = 2
			scope:epithet_receiver = {
				scope:piety_level >= 3
			}
		}
		modifier = {
			factor = 2
			scope:epithet_receiver = {
				scope:piety_level >= 4
			}
		}
		modifier = {
			factor = 2
			scope:epithet_receiver = {
				scope:piety_level >= 5
			}
		}
	}

    immediate = {
		scope:epithet_receiver = {
			set_nickname_effect = { NICKNAME = nick_the_martyr }
		}
    }
}
## ---------------------------------------------------------------
epithet_death.0003 = {
	hidden = yes
	trigger = {
		scope:epithet_receiver = {
			scope:prestige_level >= 2
			exists = killer
			OR = {
				has_trait = compassionate
				has_trait = forgiving
				has_trait = just
			}
			NOR = {
				has_trait = callous
				has_trait = sadistic
				has_trait = arbitrary
				has_trait = vengeful
			}
		}
	}
	weight_multiplier = {
		base = 1
		modifier = {
			factor = 2
			scope:epithet_receiver = {
				calc_true_if = {
					amount >= 2
					has_trait = compassionate
					has_trait = forgiving
					has_trait = just
				}
			}
		}
		modifier = {
			factor = 1.5
			scope:epithet_receiver = {
				scope:prestige_level >= 3
			}
		}
		modifier = {
			factor = 1.5
			scope:epithet_receiver = {
				scope:prestige_level >= 4
			}
		}
		modifier = {
			factor = 1.5
			scope:epithet_receiver = {
				scope:prestige_level >= 5
			}
		}
	}

    immediate = {
		scope:epithet_receiver = {
			set_nickname_effect = { NICKNAME = nick_the_loved_and_killed }
		}
    }
}
## ---------------------------------------------------------------
epithet_death.0004 = {
	hidden = yes
	trigger = {
		scope:epithet_receiver = {
			OR = {
				death_reason = death_fight
				death_reason = death_battle
				death_reason = death_head_ripped_off
			}
		}
	}
	weight_multiplier = {
		base = 1
	}

    immediate = {
		scope:epithet_receiver = {
			set_nickname_effect = { NICKNAME = nick_the_slaughtered }
		}
    }
}
## ---------------------------------------------------------------
epithet_death.0005 = {
	hidden = yes
	trigger = {
		scope:epithet_receiver = {
			OR = {
				death_reason = death_execution
				death_reason = death_execution_blood_eagle
				death_reason = death_execution_blood_eagle_killer
				death_reason = death_execution_blot
				death_reason = death_execution_killer
			}
		}
	}
	weight_multiplier = {
		base = 1
	}

    immediate = {
		scope:epithet_receiver = {
			set_nickname_effect = { NICKNAME = nick_the_executed }
		}
    }
}
## ---------------------------------------------------------------
epithet_death.0006 = {
	hidden = yes
	trigger = {
		scope:epithet_receiver = {
			prestige_level >= 3
		}
	}
	weight_multiplier = {
		base = 2
	}

    immediate = {
		random_list = {
			100 = {
				scope:epithet_receiver = {
					set_nickname_effect = { NICKNAME = nick_the_ancient }
				}
			}
			100 = {
				scope:epithet_receiver = {
					set_nickname_effect = { NICKNAME = nick_the_elder }
				}
			}
		}
    }
}
## ---------------------------------------------------------------
epithet_death.0007 = {
	hidden = yes
	trigger = {
		scope:epithet_receiver = {
			age <= 25
			highest_held_title_tier >= tier_duchy
		}
	}
	weight_multiplier = {
		base = 2
	}

    immediate = {
		set_nickname_effect = { NICKNAME = nick_the_young }
    }
}
## ---------------------------------------------------------------
epithet_death.0008 = {
	hidden = yes
	trigger = {
		scope:epithet_receiver = {
			piety_level >= 5
			num_virtuous_traits >= 3
			num_sinful_traits = 0
		}
	}
	weight_multiplier = {
		base = 3
	}

    immediate = {
		set_nickname_effect = { NICKNAME = nick_blessed }
    }
}

###################################################################
namespace = epithet_birth

epithet_birth.0001 = {
	hidden = yes
	trigger = {
		nickname_already_given_list_trigger = { NICKNAME = nick_the_posthumous }
		has_character_flag = epithet_posthumous
	}

	weight_multiplier = { base = 2 }
    immediate = { set_epithet_effect = { NICKNAME = nick_the_posthumous } }
}